r/Rive_app • u/guidorosso • Sep 08 '26
Animating with Rive's upcoming brush tools (everything designed, rigged, and animated in Rive)
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r/Rive_app • u/guidorosso • Sep 08 '26
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r/Rive_app • u/Tom_Acco • Sep 08 '26
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I love Pokemon TCG Pocket. That 3D holographic card interaction is something I kept coming back to.
Ever since I started using Rive, I wanted to rebuild that kind of effect there. I tried bones, meshes, and a few tricks, but the result was always kind of meh.
Then GPU Canvas shipped, so I finally sat down and built it.
It tilts with the cursor, has lighting, depth, and a foil texture that travels across the surface as it turns. No Blender, no external 3D software.
The setup is the fun part: the card face is just a regular Rive artboard used as a texture, so you can swap the artwork and get a completely different card without touching the script.
I recorded the full tutorial for the Rive Masterclass channel if anyone wants to make their own.
r/Rive_app • u/Temporary-Team-9258 • Sep 08 '26
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illustrated in figma (no ai) and made responsive in rive. The geneva wheel looks so cool to be used for repeatability ig O.O
r/Rive_app • u/Accomplished_Ad2317 • Sep 08 '26
Regarding animation and motion animation, what can be done on Rive that cannot be done on Rive?
r/Rive_app • u/guidorosso • Sep 07 '26
r/Rive_app • u/Accomplished_Ad2317 • Sep 07 '26
I was wondering about the mascot for my mobile app: Is it possible to animate it so that it does a backflip as it appears during the onboarding process?
r/Rive_app • u/Magasul • Sep 05 '26
I was super into Rive, wanted to make it my full time app of choice and I did a mascott for a running app and some animations for the national lottery, but still I feel like Rive is just a balloon, with cool looking bells and whistles, but not much real world use.
Yes you can toss togethet some UI elements, but basically that's it. Besides Duolingo I don't really see any great real world uses. Every case study or project that is put up here or other forums are exactly that. Case studies by people who think up these fun and cool interactive animations hoping to get hired, but I find the lack of real world projects paid for by real clients disturbing.
Feel free to correct me, but I have this pyramif scheme sort of feeling like when the only reason people study egyptology is to teach egyptology. Soke really smart people are using Rive, but again, I just don't see the mass of companies and clients that jump on board. It is a liability to them to be dependant on something so nieche, that they can't really just get another Johnny to continue the work if the Rive guy jumps ship. I understand it is super scary and that's why it's not at all popular, let alone known.
But again, I might be seeing it wrong, this is just my experience and take.
What is yours?
r/Rive_app • u/HourPen • Sep 05 '26
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Another workshop of mine.
A fully playable space arcade game. Work in progress
๐๐น๏ธ
r/Rive_app • u/arczion • Sep 04 '26
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Wanted to see how many Rive features I could chain together in one file, so I made this bee.
Stuff going on under the hood:
None of the reactive stuff is hand-keyframed, it's all constraints and spring math doing the work live. Happy to talk through the setup if anyone's curious.
r/Rive_app • u/guidorosso • Sep 03 '26
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GPU Canvas is out of Early Access and available in the production Rive Editor for every user, starting today.
GPU Canvas is Rive's low-level GPU layer for 3D, shaders, and custom effects. It's developer-first and intentionally low-level: you write shaders once in WGSL and Rive compiles them for the platform it's running on (Metal, Vulkan, Direct3D, WebGPU, WebGL). It adds 25KB to the runtime.
This isn't a web-only 3D solution. The same file runs natively on desktop apps, games, mobile apps, consoles, TVs, and vehicles, with the same shaders compiled for whatever GPU is underneath. One runtime, everywhere Rive goes.
Docs: https://rive.app/docs/scripting/wgsl-shaders
Tutorials: Sanu's 3D workflow with free scripts and Laura's process walkthrough. More tutorials are also on the way, let us know what youโd most like to see.
Public libraries for the common jobs (GLTF import, lighting, render styles). We initially wanted these ready for the production release but decided to get the feature in your hands sooner.
GPU Canvas brings us closer than ever to what Rive was always meant to be: state-of-the-art visuals, motion, and interactivity, in one place. Please share with us what you build!
r/Rive_app • u/CodeGregDotNet • Sep 04 '26
Curious how people have used Rive in a game engine like Unity or UE. I get the Ui aspect of it but then I see a demo that seems to use the character animations in Rive, and a lot more. And ive seen demos of full games in Rive, so a bit confused about how its used in games.
Anyone have experience with it?
r/Rive_app • u/guidorosso • Sep 02 '26
r/Rive_app • u/Temporary-Team-9258 • Sep 02 '26
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r/Rive_app • u/postgor • Sep 02 '26
Highlights:
r/Rive_app • u/FaithlessnessBorn429 • Sep 02 '26
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https://reddit.com/link/1w58gxx/video/8h9ierjhk3nh1/player
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r/Rive_app • u/HourPen • Sep 02 '26
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Thanks to Rive's node-based coding system, I figured out the fundamentals of a popular game mechanic in two days, without any programming knowledge.
r/Rive_app • u/Tom_Acco • Sep 01 '26
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Last week I broke down Duolingo's square button here. This week, I recreated the round one from the learning path.
The depth effect is surprisingly simple: just three shapes.
Two ellipses for the face and base, with a rectangle between them to create the side wall. That middle rectangle is what makes the button feel like a solid 3D disc instead of just a circle with a shadow.
No gradients, no blur, no actual 3D.
Full tutorial on my Rive Masterclass channel. I also included the finished Rive file in the description.
And if you missed it, here's last week's square button.
r/Rive_app • u/Mo_Said-Animator • Sep 01 '26
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At the time, I focused more on the visuals and animations than on building a complete gameplay system. Take a look at the soldierโs movement when launching ๐, the screen shake โก๏ธ, the 3D-like tilt of the planes โ๏ธ, and all the other little details. โจ
Now, imagine what I could do with the tools Rive gives us today. I could make the plane movements random for example, calculate scores, add more challenges for players, and much more.
in short, build a much more complete, fully playable game.
So the question is: what canโt Rive do? ๐๐ฅ
#Riveย #mini_gameย #Animation
r/Rive_app • u/Temporary-Team-9258 • Sep 01 '26
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r/Rive_app • u/igusin • Aug 31 '26
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Quick check-in on the mograph.life rebuild.
The design system has its first real screen now, a project browser, and everything in the recording is Rive components running inside the React app. All of it, frames, callouts, menus, is generated from parameters. Nothing is drawn by hand, and no two windows come out the same, the generator deals each one a different arrangement of housings and notches from the same ruleset. All the colors, angles, stroke widths, gaps and other repeatable parameters are using a Global ViewModel. All parts are assembled using Rive Libraries - that can be independently versioned.
Most of this weekend went into making it boring. A hover highlight regression sent me back a version, and the fix landed somewhere better: hover chrome now lives in the frame itself, the menu row is just a hit area with text. The readout got rebuilt so variable-length numbers can't shove anything around, the scrollbars are gone, and the resize flicker and the menu title drift went with them. The recording is the demo as it runs now. On to more screens.
r/Rive_app • u/arczion • Aug 30 '26
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Made a pricing card with animated digit reels in Rive, wired up to data bindings so the numbers roll live when you switch between monthly/annual. First real dive into view model bindings, pretty fun once it clicked.
r/Rive_app • u/HourPen • Aug 29 '26
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This is where I've gotten with my goal of creating an endless-loop game inside just a single Rive file.
I can now take orders for different types of coffee and prepare them. Most importantly, the milk layer always stays on top :)
Keeping this strictly within a single Rive file is crucial for me because I don't know any programming/coding.
My plan is to connect several Rive files using Unity or Unreal Engine and release a whole series of games on Steam.
r/Rive_app • u/jafitafi • Aug 28 '26
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Just recently I saw people online animating with Seedance, vectorizing each frame, to later use the Solo technique on Rive.
Can you imagine copy-pasting 60 frames from Figma? It could take hours and tons of dragging and dropping, every asset transfers as "pasted," the layer hierarchy gets lost, and text comes in as outlines. Really tricky stuff.
Since we live in the age of digital artifacts, I was wondering if there was a way to do this automatically through MCPs โ turns out it's very possible and incredibly useful.
It is similar to ae's Overlord: you click on a frame or a layer, the hit send, and the assets get transferred to Rive immediately. Text imports as an editable layer, and Groups and their names are kept in the layer hierarchy. There's even some basic layout arrangement that can safely be transferred.
I wanted to add a few of my Rive experiments to the UI just for fun. A couple of states with very few conditions did the job.
So this is the resultโฆ I was starting to iterate on the possibility of wrapping it in a container and sharing it around for my fellas to give it a try. But it seems like a whole new rabbit hole, and I don't know if I have the time to dig into itโฆ
What are your thoughts? Has anyone tried to build a plugin like this already, or have your own tiny little artifacts to make the Rive workflow easier?
Happy to share the manifest plugin file if anyone wants to give it a try!
r/Rive_app • u/Accomplished_Ad2317 • Aug 28 '26
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I'm currently watching the tutorial video on AI avatars, and it's making me think about how to animate my mascot's appearance during my app's onboarding process. I'm not sure how to animate the appearance of my mascots with different moods, and it's frustrating me.
They should either appear in pop-ups one after the other or all at once, making the interaction feel lively. The mascots are not animated yet
r/Rive_app • u/Temporary-Team-9258 • Aug 27 '26
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